Aqui estão listadas algumas ações extras e regras opcionais que são listadas no livro do mestre ou house rules que estão disponíveis na campanha:
AÇÕES
DISARM
A creature can use a weapon attack to knock a weapon
or another item from a target's grasp. The attacker
makes an attack roll contested by the target's Strength
(Athletics) check or Dexterity (Acrobatics) check. If the
attacker wins the contest, the attack causes no damage
or other ill effect, but the defender drops the item.
The attacker has disadvantage on its attack roll if
the target is holding the item with two or more hands.
The target has advantage on its ability check if it is
larger than the attacking creature, or disadvantage if it
is smaller.
OVERRUN
When a creature tries to move through a hostile
creature's space, the mover can try to force its way
through by overrunning the hostile creature. As an
action or a bonus action, the mover makes a Strength
(Athletics) check contested by the hostile creature's
Strength (Athletics) check. The creature attempting the
overrun has advantage on this check if it is larger than
the hostile creature, or disadvantage if it is smaller. If
the mover wins the contest, it can move through the
hostile creature's space once this turn.
TUMBLE
A creature can try to tumble through a hostile creature's
space, ducking and weaving past the opponent. As an
action or a bonus action, the tumbler makes a Dexterity
(Acrobatics) check contested by the hostile creature's
Dexterity (Acrobatics) check. If the tumbler wins the
contest, it can move through the hostile creature's space
once this turn.
REGRAS EXTRAS
CLEAVING THROUGH CREATURES
If your player characters regularly fight hordes of lowerlevel
monsters, consider using this optional rule to help
speed up such fights.
When a melee attack reduces an undamaged creature
to 0 hit points, any excess damage from that attack
might carry over to another creature nearby. The
attacker targets another creature within reach and, if
the original attack roll can hit it, applies any remaining
damage to it. If that creature was undamaged and is
likewise reduced to 0 hit points, repeat this process,
carrying over the remaining damage until there are no
valid targets, or until the damage carried over fails to
reduce an undamaged creature to 0 hit points.
HOUSE RULES
HIT DICE SAVE
É possível utilizar um hit dice caso ainda possua, para obter um sucesso automático em um teste de resistência a morte, essa ação pode ser usada após falhar no rolamento, contudo, no caso de um rolamento 1, serão necessários dois hit dices para anular as duas falhas.